Reliability of gamified reinforcement learning in densely sampled longitudinal assessments.

Reinforcement learning is a core facet of motivation and alterations have been associated with various mental disorders. To build better models of individual learning, repeated measurement of value-based decision-making is crucial. However, the focus on lab-based assessment of reward learning has li...

Full description

Bibliographic Details
Main Authors: Monja P Neuser, Anne Kühnel, Franziska Kräutlein, Vanessa Teckentrup, Jennifer Svaldi, Nils B Kroemer
Format: Article
Language:English
Published: Public Library of Science (PLoS) 2023-09-01
Series:PLOS Digital Health
Online Access:https://journals.plos.org/digitalhealth/article/file?id=10.1371/journal.pdig.0000330&type=printable
_version_ 1797688378961952768
author Monja P Neuser
Anne Kühnel
Franziska Kräutlein
Vanessa Teckentrup
Jennifer Svaldi
Nils B Kroemer
author_facet Monja P Neuser
Anne Kühnel
Franziska Kräutlein
Vanessa Teckentrup
Jennifer Svaldi
Nils B Kroemer
author_sort Monja P Neuser
collection DOAJ
description Reinforcement learning is a core facet of motivation and alterations have been associated with various mental disorders. To build better models of individual learning, repeated measurement of value-based decision-making is crucial. However, the focus on lab-based assessment of reward learning has limited the number of measurements and the test-retest reliability of many decision-related parameters is therefore unknown. In this paper, we present an open-source cross-platform application Influenca that provides a novel reward learning task complemented by ecological momentary assessment (EMA) of current mental and physiological states for repeated assessment over weeks. In this task, players have to identify the most effective medication by integrating reward values with changing probabilities to win (according to random Gaussian walks). Participants can complete up to 31 runs with 150 trials each. To encourage replay, in-game screens provide feedback on the progress. Using an initial validation sample of 384 players (9729 runs), we found that reinforcement learning parameters such as the learning rate and reward sensitivity show poor to fair intra-class correlations (ICC: 0.22-0.53), indicating substantial within- and between-subject variance. Notably, items assessing the psychological state showed comparable ICCs as reinforcement learning parameters. To conclude, our innovative and openly customizable app framework provides a gamified task that optimizes repeated assessments of reward learning to better quantify intra- and inter-individual differences in value-based decision-making over time.
first_indexed 2024-03-12T01:30:44Z
format Article
id doaj.art-db9b2000c66a4a2e9e0baecc04308466
institution Directory Open Access Journal
issn 2767-3170
language English
last_indexed 2024-03-12T01:30:44Z
publishDate 2023-09-01
publisher Public Library of Science (PLoS)
record_format Article
series PLOS Digital Health
spelling doaj.art-db9b2000c66a4a2e9e0baecc043084662023-09-12T05:32:19ZengPublic Library of Science (PLoS)PLOS Digital Health2767-31702023-09-0129e000033010.1371/journal.pdig.0000330Reliability of gamified reinforcement learning in densely sampled longitudinal assessments.Monja P NeuserAnne KühnelFranziska KräutleinVanessa TeckentrupJennifer SvaldiNils B KroemerReinforcement learning is a core facet of motivation and alterations have been associated with various mental disorders. To build better models of individual learning, repeated measurement of value-based decision-making is crucial. However, the focus on lab-based assessment of reward learning has limited the number of measurements and the test-retest reliability of many decision-related parameters is therefore unknown. In this paper, we present an open-source cross-platform application Influenca that provides a novel reward learning task complemented by ecological momentary assessment (EMA) of current mental and physiological states for repeated assessment over weeks. In this task, players have to identify the most effective medication by integrating reward values with changing probabilities to win (according to random Gaussian walks). Participants can complete up to 31 runs with 150 trials each. To encourage replay, in-game screens provide feedback on the progress. Using an initial validation sample of 384 players (9729 runs), we found that reinforcement learning parameters such as the learning rate and reward sensitivity show poor to fair intra-class correlations (ICC: 0.22-0.53), indicating substantial within- and between-subject variance. Notably, items assessing the psychological state showed comparable ICCs as reinforcement learning parameters. To conclude, our innovative and openly customizable app framework provides a gamified task that optimizes repeated assessments of reward learning to better quantify intra- and inter-individual differences in value-based decision-making over time.https://journals.plos.org/digitalhealth/article/file?id=10.1371/journal.pdig.0000330&type=printable
spellingShingle Monja P Neuser
Anne Kühnel
Franziska Kräutlein
Vanessa Teckentrup
Jennifer Svaldi
Nils B Kroemer
Reliability of gamified reinforcement learning in densely sampled longitudinal assessments.
PLOS Digital Health
title Reliability of gamified reinforcement learning in densely sampled longitudinal assessments.
title_full Reliability of gamified reinforcement learning in densely sampled longitudinal assessments.
title_fullStr Reliability of gamified reinforcement learning in densely sampled longitudinal assessments.
title_full_unstemmed Reliability of gamified reinforcement learning in densely sampled longitudinal assessments.
title_short Reliability of gamified reinforcement learning in densely sampled longitudinal assessments.
title_sort reliability of gamified reinforcement learning in densely sampled longitudinal assessments
url https://journals.plos.org/digitalhealth/article/file?id=10.1371/journal.pdig.0000330&type=printable
work_keys_str_mv AT monjapneuser reliabilityofgamifiedreinforcementlearningindenselysampledlongitudinalassessments
AT annekuhnel reliabilityofgamifiedreinforcementlearningindenselysampledlongitudinalassessments
AT franziskakrautlein reliabilityofgamifiedreinforcementlearningindenselysampledlongitudinalassessments
AT vanessateckentrup reliabilityofgamifiedreinforcementlearningindenselysampledlongitudinalassessments
AT jennifersvaldi reliabilityofgamifiedreinforcementlearningindenselysampledlongitudinalassessments
AT nilsbkroemer reliabilityofgamifiedreinforcementlearningindenselysampledlongitudinalassessments